axiom-graphics

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Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion.

CharlesWiltgen By CharlesWiltgen schedule Updated 6/12/2026

name: axiom-graphics description: Use when working with ANY GPU rendering, Metal, OpenGL migration, shaders, 3D content, RealityKit, AR, USD/USDZ files, or display performance. Covers Metal migration, shader conversion, RealityKit ECS, RealityView, USDKit, ProMotion. license: MIT

Graphics

You MUST use this skill for ANY GPU rendering, graphics programming, 3D content display, or display performance work.

When to Use

Use this router when:

  • Porting OpenGL/OpenGL ES code to Metal
  • Porting DirectX code to Metal
  • Converting GLSL/HLSL shaders to Metal Shading Language
  • Setting up MTKView or CAMetalLayer
  • Debugging GPU rendering issues (black screen, wrong colors, crashes)
  • Evaluating translation layers (MetalANGLE, MoltenVK)
  • Optimizing GPU performance or fixing thermal throttling
  • App stuck at 60fps on ProMotion device
  • Configuring CADisplayLink or render loops
  • Variable refresh rate display issues
  • Displaying 3D content in a non-game SwiftUI app
  • Building AR experiences with RealityKit
  • Using RealityView or Model3D in SwiftUI
  • Spatial computing or visionOS 3D content
  • Reading, editing, or exporting USD/USDZ files in Swift (USDKit)
  • Adding ML to a render pipeline (MetalFX denoising, Metal tensors, neural rendering)
  • Profiling long game sessions (metalperftrace, look-back traces)

Routing Logic

Metal Migration

Strategy decisions → See skills/metal-migration.md

  • Translation layer vs native rewrite decision
  • Project assessment and migration planning
  • Anti-patterns and common mistakes
  • Pressure scenarios for deadline resistance

API reference & conversion → See skills/metal-migration-ref.md

  • GLSL → MSL shader conversion tables
  • HLSL → MSL shader conversion tables
  • GL/D3D API → Metal API equivalents
  • MTKView setup, render pipelines, compute shaders
  • Complete WWDC code examples

Diagnostics → See skills/metal-migration-diag.md

  • Black screen after porting
  • Shader compilation errors
  • Wrong colors or coordinate systems
  • Performance regressions
  • Time-cost analysis per diagnostic path

Display Performance

Frame rate & render loops → See skills/display-performance.md

  • App stuck at 60fps on ProMotion (120Hz) device
  • MTKView or CADisplayLink configuration
  • Variable refresh rate optimization
  • System caps (Low Power Mode, Limit Frame Rate, Thermal, Adaptive Power)
  • Frame budget math (8.33ms for 120Hz)
  • Measuring actual vs reported frame rate

RealityKit (Non-Game 3D Content)

For 3D content in non-game SwiftUI apps, AR experiences, and spatial computing, use the RealityKit skills. For game-specific RealityKit patterns, use the axiom-games router instead.

Architecture, ECS, and best practices → See skills/realitykit.md

  • Entity-Component-System architecture
  • SwiftUI integration: RealityView, Model3D, attachments
  • AR on iOS: AnchorEntity types, SpatialTrackingSession
  • Materials, physics, interaction
  • Performance optimization

API reference → See skills/realitykit-ref.md

  • Complete component catalog
  • RealityView and Model3D API
  • Material system (PBR, Unlit, Occlusion, Custom)
  • RealityRenderer (Metal integration)

Troubleshooting → See skills/realitykit-diag.md

  • Entity not visible, anchor not tracking
  • Gesture not responding, performance issues
  • Material problems, physics issues

USD Authoring (USDKit) OS27

USD file work in Swift → See skills/usdkit.md

  • Open, traverse, edit USD stages and prims
  • References and composition
  • Accessibility metadata for 3D assets
  • USDZ export with mesh/texture compression
  • Rendering a USD stage in RealityKit (USDStageComponent)

Decision Tree

  1. Translation layer vs native rewrite? → metal-migration
  2. Porting / converting code to Metal? → metal-migration
  3. API reference / shader conversion tables? → metal-migration-ref
  4. MTKView / render pipeline setup? → metal-migration-ref
  5. Something broken after porting (black screen, wrong colors)? → metal-migration-diag
  6. Stuck at 60fps on ProMotion device? → display-performance
  7. CADisplayLink / variable refresh rate? → display-performance
  8. Frame rate not as expected? → display-performance
  9. Display a 3D model in SwiftUI? → realitykit
  10. Build an AR experience? → realitykit
  11. RealityView or Model3D setup? → realitykit-ref
  12. 3D content not visible or not tracking? → realitykit-diag
  13. Custom Metal rendering of RealityKit content? → realitykit-ref (RealityRenderer)
  14. Pathfinding, LOD, soft shadows, splats, reverb meshes? → realitykit-ref (Part 10)
  15. Read/edit/export a USD or USDZ file in Swift? → usdkit
  16. ML in the render pipeline (denoising, Metal tensors)? → metal-migration-ref (Part 6)
  17. Frame drops in long play sessions? → display-performance (Part 12)
  18. Building a 3D game? → Use axiom-games router instead

Anti-Rationalization

Thought Reality
"I'll just translate the shaders line by line" GLSL→MSL has type, coordinate, and precision differences. metal-migration-ref has conversion tables.
"MetalANGLE will handle everything" Translation layers have significant limitations for production. metal-migration evaluates the trade-offs.
"It's just a black screen, probably a simple bug" Black screen has 6 distinct causes. metal-migration-diag diagnoses in 5 min vs 30+ min.
"My app runs at 60fps, that's fine" ProMotion devices support 120Hz. display-performance configures the correct frame rate.
"I'll just use SceneKit for the 3D model" SceneKit is soft-deprecated. RealityView and Model3D are the modern path. skills/realitykit.md covers SwiftUI integration.
"I don't need ECS for one 3D model" Model3D shows one model with zero ECS. RealityView scales to complex scenes. skills/realitykit.md shows both paths.
"I'll parse the USD file myself / bundle OpenUSD" USDKit is system-provided USD on the 27 releases. skills/usdkit.md covers stages, editing, and compressed export.
"I'll write my own pathfinding over the scene graph" RealityKit 27 ships navigation meshes with costs and off-mesh connections. skills/realitykit-ref.md Part 10.
"The frame drop only happens after an hour of play, can't trace that" The 27 releases record Metal metrics continuously — collect after the fact with metalperftrace. skills/display-performance.md Part 12.

Critical Patterns

metal-migration:

  • Translation layer (MetalANGLE) for quick demos
  • Native Metal rewrite for production
  • State management differences (GL stateful → Metal explicit)
  • Coordinate system gotchas (Y-flip, NDC differences)

metal-migration-ref:

  • Complete shader type mappings
  • API equivalent tables
  • MTKView vs CAMetalLayer decision
  • Render pipeline setup patterns

metal-migration-diag:

  • GPU Frame Capture workflow (2-5 min vs 30+ min guessing)
  • Shader debugger for variable inspection
  • Metal validation layer for API misuse
  • Performance regression diagnosis

display-performance:

  • MTKView defaults to 60fps (must set preferredFramesPerSecond = 120)
  • CADisplayLink preferredFrameRateRange for explicit rate control
  • System caps: Low Power Mode, Limit Frame Rate, Thermal, Adaptive Power (iOS 26)
  • 8.33ms frame budget for 120Hz
  • UIScreen.maximumFramesPerSecond lies; CADisplayLink tells truth

realitykit (non-game 3D):

  • RealityView make/update closure pattern
  • Model3D for simple model display
  • AR anchoring with AnchorEntity
  • Material selection (SimpleMaterial, PBR, Occlusion)

realitykit-ref (API):

  • RealityRenderer for custom Metal rendering of RealityKit content
  • Complete material property reference
  • RealityView gesture integration
  • RealityKit 27 additions: navigation mesh, LOD, soft shadows, Gaussian splats (visionOS), reverb meshes (Part 10), cloth simulation (ClothBodyComponent), ComputeGraph framework

usdkit (USD authoring, 27 releases):

  • USDStage open/traverse/edit, references and composition
  • Accessibility metadata schema for 3D assets
  • Compressed USDZ export (AOM meshes + AVIF textures)
  • USDStageComponent / USDPlayer RealityKit bridge

Example Invocations

User: "Should I use MetalANGLE or rewrite in native Metal?" → See skills/metal-migration.md

User: "I'm porting projectM from OpenGL ES to iOS" → See skills/metal-migration.md

User: "How do I convert this GLSL shader to Metal?" → See skills/metal-migration-ref.md

User: "Setting up MTKView for the first time" → See skills/metal-migration-ref.md

User: "My ported app shows a black screen" → See skills/metal-migration-diag.md

User: "Performance is worse after porting to Metal" → See skills/metal-migration-diag.md

User: "My app is stuck at 60fps on iPhone Pro" → See skills/display-performance.md

User: "How do I configure CADisplayLink for 120Hz?" → See skills/display-performance.md

User: "ProMotion not working in my Metal app" → See skills/display-performance.md

User: "How do I show a 3D model in my SwiftUI app?" → See skills/realitykit.md

User: "I need to display a USDZ model" → See skills/realitykit.md

User: "How do I set up RealityView?" → See skills/realitykit-ref.md

User: "My 3D model isn't showing in RealityView" → See skills/realitykit-diag.md

User: "How do I use RealityRenderer with Metal?" → See skills/realitykit-ref.md

User: "I need AR in my app" → See skills/realitykit.md

User: "How do I read and edit a USD file in Swift?" → See skills/usdkit.md

User: "How do I shrink my USDZ assets for delivery?" → See skills/usdkit.md

User: "How do I add pathfinding to my RealityKit scene?" → See skills/realitykit-ref.md (Part 10)

User: "My game's frame rate drops after an hour of play" → See skills/display-performance.md (Part 12)

User: "How do I run a neural network inside my Metal shader?" → See skills/metal-migration-ref.md (Part 6)

Install via CLI
npx skills add https://github.com/CharlesWiltgen/Axiom --skill axiom-graphics
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